Commit graph

440 commits

Author SHA1 Message Date
Oni
95096fbc9a Merge branch 'special-stages' into 'master'
[Special stage prep] GP Bonus Stages + timelimit rework + Hitlag ticking fixes

Closes #236

See merge request KartKrew/Kart!739
2022-10-27 03:10:37 +00:00
James R
8e62531ff9 Fix replay save dialog activating while chat is open 2022-10-23 13:54:54 -07:00
toaster
ca2ecf6e9f Add "allowdemos" option to K_CanChangeRules()
It's been used interchangably as "this is a singleplayer gameplay context" and "This is a no cvar changing context". This addition repairs some behaviour which might have been inconsistent between netgame and netreplay.
2022-10-15 15:15:22 +01:00
toaster
f281f47c6f Support alternate gameplay events during GP
- Implementation details:
    - grandprixinfo.eventmode is the reference point
    - All bots have spectator applied and removed at map start depending on eventmode, and I've done my best to guard against side effects of not removing them entirely
    - You shouldn't turn off grandprixinfo.gp when turning on things like specialStage.active or bossinfo.boss when pursuing eventmode behaviour
    - Probably needs to be integrated into XD_MAP for any future netplay support, is currently disabled.
    - You technically don't have to assign a Capsules map to be the bonus and a Special Stage to be the special. A Capsules map can be assigned to a Special Stage too, and a Boss can be assigned to either of them.
    - Special Stages are still just as incomplete as they were before.
- Break the Capsules has special behaviour.
   - Timelimit starts at 20 seconds.
   - Earn 10 seconds (plus a little extra cheaty time) every capsule you destroy.
   - WIN + extra life if you bust all the capsules, COOL if you get some but run out of time, LOSE if you lose your bumper or run out of time without breaking a single capsule.
   - Supposed to also give you rings, but ran into a LOT of difficulty with this and didn't want to commit half-baked stuff, so it'll be a later project.
Also:
- Fix a long standing bug where totalring was reset between maps, preventing the sum from adding up across GP rounds and depriving you of extra lives you were owed.
- Fix an issue where Break the Capsules record attack was KARTSPEED_HARD.
- Send timelimitintics in savegames, since it's handled seperately now.
2022-10-14 18:34:43 +01:00
toaster
5103b804ba Simplify intermission timer code
- We had two ways of ending the intermission, but only one would actually be used, and it resulted in code duplication.
- Combine the two ways.
- Disable the reached-but-didn't-do-anything-before-now code path for setting endtic.
2022-10-13 13:12:07 +01:00
toaster
a22d3b201d Make what's going on with K_RetireBots in Y_Ticker/Y_EndIntermission more explicit, in case we add anything else here later. 2022-10-13 12:41:27 +01:00
toaster
9f4ced146a Make intermission timer-dependent material consistent via K_CanChangeRules()
Prevents setting inttime 0 in singleplayer contexts
2022-10-12 20:17:20 +01:00
toaster
1a284ec7c6 Merge branch 'master' of https://git.do.srb2.org/KartKrew/Kart into big-large-map-markers
# Conflicts:
#	src/d_netcmd.c
2022-09-17 13:57:26 +01:00
toaster
7e17f5456c I_Error in all situations where mapheaders were previously allocated outside of SOC.
Also:
- improved error prints for SOC condition definitions
- improved bounds checking to use `nummapheaders` for iterating over mapheaderinfo
There are still situations that use NUMMAPS like mapvisited, randmapbuffer, etc, which need to be addressed before merger.
2022-09-17 13:07:48 +01:00
toaster
46441092dc Address initial review comments + associated cleanup
- Grab thumbnail and minimap pictures even for base game maps
- Repair modified game event for replacement map load
- PU_STATIC thumbnail and minimap, freed on new file load lump discovery
- Fix W_CheckNumForMap to not SIGSEGV if no match
- Reduce the number of pointless map lump hunts, we've already got it stored
- Prevent use-after-free for map pictures on voting screen
- Cache "BLANKLVL" patch once
- Draw minimap on the time attack menu

Unfortunately cups are still broken and I'm not sure where to start on that, or if it's just not having a sample wad to test with that includes cups
2022-09-16 15:01:49 +01:00
VelocitOni
92cfb5a677 Just bringing it up to date w/ master
Got it to compile after some cleaning.
2022-09-13 19:17:39 -04:00
VelocitOni
8a5707ad83 Merge branch 'master' into hostcode 2022-09-13 17:08:15 -04:00
SteelT
c64f36309a Support reading PICTURE/MINIMAP/ENCORE/TWEAKMAP lumps from a map resource
This supersedes the header-based method of fetching those lumps.
2022-09-12 17:29:15 -04:00
toaster
3064b2cb7a Fixes for the replay post-game save interface (NOT THE ACTUAL REPLAYS OR HUT, THAT'LL BE LATER)
- `(B) or (X)` for replay saving instead of Press Lookback (HUD) or `(Y)` (input)
- Don't activate while closing pause menu if either of those buttons is shared for menu open/close
2022-09-12 16:01:37 +01:00
Sal
a7716b966a Merge branch '14plus-votechanges' into 'master'
1.4+ Voting Changes

See merge request KartKrew/Kart!655
2022-09-11 06:30:39 +00:00
Sal
94d7c497b0 Merge branch 'hooklib-port' into 'master'
Hooklib refactor ported and (mostly) squashed

See merge request KartKrew/Kart!662
2022-09-11 06:30:07 +00:00
Sally Coolatta
2fddc9f343 Merge branch 'master' into big-large-map-markers 2022-09-10 16:01:02 -04:00
toaster
975ed1f136 Merge branch 'master' of https://git.do.srb2.org/KartKrew/Kart into new-menus
# Conflicts:
#	src/d_main.c
2022-09-07 21:39:34 +01:00
James R
37c3a55dda Fix conflicts 522467a88 2022-09-05 11:56:30 -07:00
Sally Coolatta
abac095d06 Properly use 0 power for the guest player 2022-08-30 04:07:42 -04:00
toaster
7edec43d72 Port Gametype Preference and associated changes
Notably, makes the PWR-based Encore scrambling component of G_SometimesGetDifferentGametype WAY less spaghettified.
2022-08-28 23:36:55 +01:00
toaster
1a814885da Interpolate the Phantom Ruby floating animation.
A recommit and not a cherry-pick because the other current uses won't be relevant in new-menus.
2022-08-28 17:27:37 +01:00
JugadorXEI
f17f6b7525 banishing hell map forcing
# Conflicts:
#	src/d_netcmd.c
#	src/y_inter.c
2022-08-28 17:11:19 +01:00
Sally Coolatta
196697f544 Fix Time Attack exiting
The menu option to exit the game now works in Time Attack, and the run properly gets ended at the end of intermission
2022-08-28 06:48:43 -04:00
Sally Coolatta
107622968e Merge branch 'master' into new-menus 2022-08-27 22:36:58 -04:00
Sally Coolatta
eb7e84b961 Automate commands
- `automate_set <event name> <command>` to set a command to run each time an event triggers.
- Currently implemented events are "roundstart", "intermissionstart", and "votestart", all of the ones from HOSTMOD.
- Turn `automate` off to disable this feature entirely. Because of the new safer way this is implemented (in HOSTMOD, this just calls some console aliases), this is turned on by default instead of off.
- This is set up in a way to facilitate adding more automation events very easily, if desired.
2022-08-24 21:07:41 +01:00
Sally Coolatta
81582e8cac Some fixes
- No longer counts position laps
- Intermission TRULY fixed?!
- Attempted code refactor & simplification for forfeiting
2022-08-14 19:30:43 -04:00
Sally Coolatta
1f91e89a3e Try to fix intermission
idk?! Untested
2022-08-14 18:15:17 -04:00
Sally Coolatta
ebb34ff9d4 Lap based power level 2022-08-14 06:00:37 -04:00
SinnamonLat
ecf7edd55f don't let menu inputs slide through the voting screen 2022-05-24 01:22:47 +02:00
toaster
54b9f3b7cc Merge branch 'master' of https://git.do.srb2.org/KartKrew/Kart.git into new-menus
# Conflicts:
#	src/Sourcefile
#	src/f_finale.c
#	src/m_menu.c
#	src/y_inter.c
2022-05-22 17:22:49 +01:00
toaster
48d451cfef Merge branch 'master' of https://git.do.srb2.org/KartKrew/Kart.git into new-menus
# Conflicts:
#	src/d_ticcmd.h
#	src/deh_soc.c
#	src/deh_soc.h
#	src/deh_tables.c
#	src/dehacked.c
#	src/f_finale.c
#	src/g_game.c
#	src/m_menu.c
2022-05-21 18:57:46 +01:00
toaster
38e6cba181 Merge branch 'master' of https://git.do.srb2.org/KartKrew/Kart.git into uncapped-absolution
# Conflicts:
#	src/f_finale.c
#	src/sdl/i_video.c
#	src/st_stuff.c
2022-05-21 13:40:20 +01:00
Eidolon
f7ec2f182f Uncapped (squashed v2)
Squashed SRB2 2.2 Public uncapped without UDMF merge

Implement interpolation at the renderer level

Instead of interpolating thinkers, we interpolate mobjs inside the
renderer. Further interpolation is TBI.

Place Frame Interpolation in "Experimental" video options header

This seems like an appropriate way to describe the feature for now.

Add smooth level platter under interpolation, `renderdeltatics`

`renderdeltatics` can be used as a standard delta time in any place,
allowing for smooth menus. It will always be equal to `realtics`
when frame interpolation is turned off, producing consistent
framerate behavior everywhere it is used.

Add smooth rendering to save select screen

Add smooth rendering to Record/NiGHTS Attack, F_SkyScroll

Ensure viewsector is accurate to viewx/viewy

This fixes a potential crash in OpenGL when changing between levels.

Ensure + commands get executed before map start

Always have precise_t defined

Fix misc dropshadow issues

Reset view interpolation on level load

Remove unnecessary precipmobj thinker hack

Add reset interpolation state functions

Reset precip interpolation on snap to ceil

Reset mobj interp state on TeleportMove

Only swap view interp state if a tick is run

Run anti-lag chasecam at tic frequency

Fixes jittery and unstable chasecam in high latency netgames

Homogenize mobj interpolations

Add sector plane level interpolations

Add SectorScroll interpolator

Add SideScroll interpolator

Add Polyobj interpolator

Intialize interpolator list at a better time

Delete interpolators associated with thinkers

Interpolate mobj angles and player drawangle

Interpolate HWR_DrawModel

Add functions to handle interpolation

Much less code duplication

P_InitAngle, to fix angle interpolation on spawning objects

Fully fix drop shadows

It used the thing's floorz / ceilingz directly -- that wouldn't account for interpolated coordinates.

Do not speed up underwater/heatwave effect in OpenGL

Closer OpenGL underwater/heatwave effect to Software

Interpolate from time of previous tic

Previously interpolated from last 35th of a second, which
may be offset from game time due to connection lag.

Consider this the proper fix to 6ecac4159a too.

Calculate FPS stuff even if frame is skipped

I decided ultimately to actually keep the frame skip optimization disabled, because I think it is actually a little bit helpful that you can still get accurate rendering perfstats while paused, however if we decide otherwise then we can have this optimization back without making the game act like it's lagging.

Keep rect in memory

Feel better about this than creating one all da time

Lots of FPS stuff

- Disabled VSync, due to the numerous problems it has.
- Instead, added an FPS cap.
- Frame interpolation is now tied to fpscap != 35.
- By default, the FPS cap is set to the monitor's refresh rate.
- Rewrote the FPS counter.

(This also consolidates several more commits ahead of this
fixing various issues. -eid)

Misc changes after Kart cherry-picks

Fix renderdeltatics with new timing data

Update mobj oldstates before all thinkers

Allow FPS cap values

Adjust how FPS cap is checked to improve FPS stability

Fix precip crash from missing vars

Improve the framerate limiter's timing for extreme stable FPS

Handle the sleep at the end of D_SRB2Loop instead of the start

Simplifies logic in the other parts of the loop, and fixes problems with it frequently waiting too long.

Reset mobj interp state on add

Add mobj interpolator on load netgame

Move mobj interpolators to r_fps

Dynamic slope interpolators

I_GetFrameTime to try and improve frame pace

(It doesn't feel that much better though.)

Move I_FinishUpdate to D_SRB2Loop to sync screen updates with FPS cap, use timestamps in I_FrameCapSleep to simplify the code

Fix plane interpolation light level flickering

Fix flickering plane interpolation for OpenGL in the exact same way

Funny OpenGL renderer being at least 50% copy-pasted Software code :)

P_SetOrigin & P_MoveOrigin to replace P_TeleportMove

Convert P_TeleportMove use to origin funcs

Revert "P_InitAngle, to fix angle interpolation on spawning objects"

This reverts commit a80c98bd164a2748cbbfad9027b34601185d93f5.

Waypoint polyobjects interpolate z & children

Add interpolation to more moving plane types

Adds interpolation to the following:
- Crumbling platforms
- Mario blocks
- Floatbob platforms (this one works really strangely due to two thinkers, maybe double-check this one?)

Reset overlays interp states each TryRunTics

Interpolate model interpolation (lol)

Use interp tracer pos for GL linkdraw

Papersprite angle interpolation

Makes the ending signpost smooth

Move intermission emerald bounce to ticker

Bring back shadows on polyobjects

Also optimizes the method used so rings can show their shadows too. Using just the subsector is a tad bit imprecise admittedly but any more precise methods get really laggy.

Fix a bunch of ticking in hu_ drawing functions

Revert "Reset overlays interp states each TryRunTics"

This reverts commit a71a216faa20e8751b3bd0157354e8d748940c92.

Move intro ticking out of the drawer

Adjust 1up monitor icon z offsets

Fixes interpolation issues with 1up monitors.

Delta time choose player menu animations

Add drawerlib deltaTime function

Interpolate afterimages further back

Use old sleep in dedicated mode

Clamp cechotimer to 0

Fixes issues with cechos staying on-screen and glitching out
(NiGHTS items for example).

Revert "Remove unnecessary precipmobj thinker hack"

This reverts commit 0e38208620d19ec2ab690740438ac2fc7862a49e.

Fix frame pacing when game lags behind

The frame timestamp should've been made at the start of the frame, not the end.

Fix I_FrameCapSleep not respecting cpusleep

Jonathan Joestar bruh

Allow dedicated to use precise sleep timing again

Instead of only using one old sleep, just enforce framerate cap to match TICRATE.

Make Lua TeleportMove call MoveOrigin

Reset Metal fume interp state on appear

Add interpdebug

Put interpdebug stuff in perfstats instead

Add timescale cvar

Slow the game down to debug animations / interpolation problems! Speed it up if you need to get somewhere quickly while mapping!

Enable timescale outside of DEVELOP builds

It has NETVAR, so it should be fine -- put an end to useful debugging features excluded in multiplayer!

Force interpolation when timescale != 1.0

Reset old_z in MT_LOCKON think

Fixes interpolation artifacting due to spawn pos.

Fix cutscenes in interp

Fix boss1 laser in interp

Interpolate mobj scale

Precalculate refresh rate

Slower PCs can have issue querying mode over and over. This might kinda suck for windowed mode if you have different refresh rate displays but oh well

Fix interp scaling crashing software

Reset interp scale when Lua sets .scale

Disable angle interp on fresh mobjs

Fix interp scale crash for hires sprites

Interp shadow scales

Copy interp state in P_SpawnMobjFromMobj

Fix multiplayer character select

Don't interpolate mobj state if frac = 1.0

Fix Mario block item placement

Interpolate spritescale/offset x/y

Fix offset copies for SpawnMobjFromMobj

THANKS SAL

Add Lua HUD drawlists

Buffers draw calls between tics to ensure hooks
run at the originally intended rate.

Rename drawerlib deltaTime to getDeltaTime

Make renderisnewtic is false between tics

I know what I'm doing! I swear

Completely refactor timing system

Time is now tracked internally in the game using I_GetPreciseTime
and I_UpdateTime. I_Time now pulls from this internal timer. The
system code no longer needs to keep track of time itself.

This significantly improves frame and tic timing in interp mode,
resulting in a much smoother image with essentially no judder at
any framerate.

Ensure mobj interpolators reset on level load

Ensure view is not interpolated on first frame

Disable sprite offset interpolation (for now)

Refactor timing code even more

System layer is greatly simplified and framecap
logic has been moved internally. I_Sleep now
takes a sleep duration and I_SleepDuration
generically implements a precise sleep with spin
loop.

Adjust spawned mobj z by gravity inversion

Only check VERTICALFLIP for old_z calc

Fix Marathon Mode menu for uncapped

Move screenshot code before timing

Only play emerald hunt sounds on new tics

Restore deleted zofs (fixes signpost sparkles etc)

Revert to before screenUpdate boolean was added

Was done this way for the sake of an older version of uncapped's timing; now that the new timing is much better, I decided it should remain as close to pre-uncapped as it can be.

Run UpdateLevelInterpolators in preticker

Fixes KartKrew/Kart-Public#10

Run UpdateMobjInterpolators in preticker

Reset view interp in preticker

Add per-split player view resets
2022-05-06 22:47:39 -05:00
Sally Coolatta
5ffba0a678 review 2022-04-02 15:24:18 -04:00
Sally Coolatta
af3499c024 Make bots RETIRE when they NO CONTEST
They get replaced with another bot when they NO CONTEST, swapping their skin and resetting their difficulty & points.
2022-03-31 18:21:03 -04:00
toaster
73dabaeab6 Merge branch 'master' into new-menus
# Conflicts:
#	src/d_clisrv.c
#	src/deh_soc.c
#	src/lua_baselib.c
#	src/m_cheat.c
#	src/m_menu.h
#	src/y_inter.c
2022-03-29 17:14:38 +01:00
toaster
31db72256d Merge branch 'master' into boss
# Conflicts:
#	src/y_inter.c
2022-03-12 19:24:23 +00:00
toaster
9ac9abbb6e * Fix the intermission scores not getting ranked in singleplayer GP.
* Make any singleplayer intermission that doesn't display cross-match rankings half as long (this is how long you see each half of an online intermission for).
2022-03-05 22:19:49 +00:00
toaster
c1f3237157 Boss API + assorted relevant bugfixes, will go over the featureset of this branch with a fine toothed comb when it's time to write the merge request description so this is all you're getting right now 2022-02-24 21:19:03 +00:00
toaster
8c3fad058d * Fix the Z_Free double-free issue (in two different ways, one ifdef'd out) that can sometimes occur on the vote screen.
* Fix a technically invalid read in D_SetupVote.
* If the third map on the voting screen has a different gametype, don't interact with the buffer.
* Fix the inttime 0 setting, since I was in y_inter.c and testing quick map changes.
2022-01-23 20:33:27 +00:00
Sally Coolatta
0179466107 Finalize char select multiplayer
- Add menu control fallbacks.
    - If it could not find a bind using your existing keys, then it looks at default controls.
    - If it could not find it then, and you're P1, then it looks through gamepads, and then lastly settles for keyboard.
    - Changed around the order of operations on the character select menu, to accommodate for this change.
- Added initroutine to menu_t, which is called every time without question when going to a new menu. This solves many, many minor bugs you could experience in the character select menu when changing between menus, due to things only being properly reset when selecting the character select menu option.
2021-12-28 12:02:31 -05:00
Sally Coolatta
e628894b47 Merge branch 'new-menus' into profiles 2021-12-25 06:09:53 -05:00
SinnamonLat
7c9f3385d4 Merge branch 'master' into new-menus 2021-12-17 12:32:01 +01:00
James R
5145011251 Add some missing G_SetGametype calls
Fixes timelimit not being reset when switching gametypes
on the vote screen.
2021-12-14 18:11:08 -08:00
Sally Coolatta
7d0597d864 Merge branch 'master' into profiles 2021-12-04 15:46:28 -05:00
James R
a64263c96d Merge remote-tracking branch 'origin/master' into new-menus 2021-12-03 14:56:48 -08:00
toaster
3141ca0221 Replay fixes mark whatever
Not a pancaea for EVERYTHING, just a bunch of good stuff.

* Some issues with spectators not == true because the assignment wasn't casted.
* Netgame status (or rather its inverse) is recorded in netreplays now, to allow for power levels controlling spawn position.
* Fixed tally screen for replays to not scream infinitely at you.
* P_IsLocalPlayer now uses display players in replays.
* A bunch of good testing prints that helped me find these problems, commented out for now just in case we need them again soonish.
2021-11-28 20:03:49 +00:00
Sally Coolatta
cd8862f0bc New input handling
Events have a player ID instead of adding billions of keys for separate gamepads. Axis movement (mouse movement, analog sticks) now are counted as keys, so axes don't need to be separately implemented for all controls. Game controls emulate a Saturn controller (some of the external functions like screenshot / gif should be readded, but I got lazy)

This will allow later us to save a config for a controller that can be reused for any player slot, which is one of the main goals for profiles.

Only just enough was made to use the new input system to make it compile. Menus in this branch should aim to move to using PlayerInputDown entirely, instead of using hardcoded keys & simply remapping to those
2021-11-26 14:56:25 -05:00
toaster
b4af07ffed Merge branch 'master' into new-menus
# Conflicts:
#	src/d_main.c
#	src/dehacked.c
#	src/m_menu.c
#	src/v_video.c
#	src/y_inter.c
2021-10-18 01:18:37 +01:00